youtube.com/watch?v=Z_DssjLe…
My Heterogeneous Volumes system was featured in yesterday's State of Unreal. It was a lot of fun working with Skydance New Media to push the limits of what we could achieve. Everything demonstrated here will be in the upcoming 5.4 engine release.
Patrick Kelly retweeted
Right before our company break, I added some additional info for using heterogeneous volumes with our path tracer thanks to the quick review from @_pmkelly.
More updates are coming in 5.4, but for now, I hope this helps those using them.
docs.unrealengine.com/5.3/en…
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor.
Go check them out if it's your sort of thing!
#UE5 #UnrealEngine
docs.unrealengine.com/5.3/en…
docs.unrealengine.com/5.3/en…
Patrick Kelly retweeted
I finished adding two new docs last week for our experimental features Sparse Volume Textures and Heterogeneous Volume Actor.
Go check them out if it's your sort of thing!
#UE5 #UnrealEngine
docs.unrealengine.com/5.3/en…
docs.unrealengine.com/5.3/en…
If you’re at #UnrealFest please consider attending our talk on Niagara Fluids, Sparse Volume Textures and Heterogeneous Volumes. It is at 4:45 in Room 238!
Patrick Kelly retweeted
Car on fire made with Niagara Fluids. Real-time viewport capture in Unreal Engine 5.3
Patrick Kelly retweeted
Rotor wash made with Niagara Fluids. Real-time viewport capture in Unreal Engine 5.3
Patrick Kelly retweeted
#UnrealEngine's new SVTs at work in a game like context :)
This VDB has a voxel size of 0.05 from Houdini, plays like a dream.
#UnrealEngine5 #UE5 #GameDev #Cinmatic #Houdini
Patrick Kelly retweeted
Unreal 5.3 Preview is out so it's now time to test VDB import with Sparse Volume Textures (SVT) and Heterogeneous Volumes. Combined with Embergen exported simulations this is 🔥.
Patrick Kelly retweeted
We've reworked rendering for #Niagara Fluids in #UnrealEngine 5.2. Thanks to @_pmkelly's awesome work, you can use many lights, lighting channels and have geometry shadow volumes. You now have the same real time workflow for rendering scene geometry and volumes!
Patrick Kelly retweeted
#UnrealEngine 5.2 has Sequencer based caching for #Niagara simulations, including fluids! It is very easy to setup, and lets you do cool things like scrub a simulation in real time. For more, check out this short tutorial video:
dev.epicgames.com/community/…
Patrick Kelly retweeted
The #Grammy for best new artist goes to Samara Joy.
See the full winners list here: bit.ly/3kZJZ07
Patrick Kelly retweeted
SIGGRAPH Advances in Real-Time Rendering Part I, with talks from Unity and Epic Games, is streaming on demand from the SIGGRAPH virtual conference program, check it out!
advances.realtimerendering.c…
Patrick Kelly retweeted
Looking forward to this!
Want to get a deeper dive into the ray tracing techniques covered in Ray Tracing Gems?
Connect with the authors @acmarrs, @Peter_shirley, @IngoWald, @pointinpolygon to get your questions answered at the live #AMA session on July 28. nvda.ws/3atuIA1
#GameDev
#RTX
Patrick Kelly retweeted
Together with @EpicShaders and @_pmkelly we are doing an in-depth talk on Lumen at #rtadvances. We'll cover (virtually) how we trace rays, reuse computations, solve the whole indirect lighting path and noise, and scaled all of this to "The Matrix Awakens".
advances.realtimerendering.c…
Patrick Kelly retweeted
The program for #rtradvances for @siggraph 2022 is online! advances.realtimerendering.c… - lots of great talks this year again! (adding specifics in the thread)
Patrick Kelly retweeted
forums.unrealengine.com/t/in…
We'll be doing a livestream on Niagara Fluids this Thursday, April 21 at 11:00 AM PT (2:00 PM ET). We'll be giving a live demo and answering questions.

















